Syllabus for CMPE 248: Games in Design and Verification
Note that this syllabus, even though detailed, is somewhat approximate, since this is the first year that I am teaching this class.
Main Topics
- Preliminaries.
- Partial orders and mu-calculus.
- Recall of some basic notions about Markov chains.
- Two-person zero-sum games and Markov decision processes.
- Definitions.
- Classes of games (turn-based, concurrent, perfect and partialinformation, stochastic) and of strategies (memoryless, history-dependent, deterministic, randomized).
- Markov decision processes (MDPs) as a special case of games.
- Examples drawn from control and scheduling problems.
- Structural properties of MDPs: end components, maximal end-component decomposition.
- The sure-winning case: guaranteed winning of games with respect to safety and reachability goals.
- Solution algorithms and the mu-calculus.
- Properties of the winning strategies.
- Applications: control of nondeterministic systems, scheduling, component-based design, system verification.
- Algorithmic techniques: BDDs, QBF, and their complexity analysis.
- Almost-sure (probability 1) winning for reachability goals.
- Quantitative solution of MDPs with respect to safety, reachability, and total reward goals.
- From the boolean to the quantitative mu-calculus.
- Computation of the maximal probability of winning with respect to safety and reachability goals via value iteration and the mu-calculus.
- Policy iteration algorithms, and properties of the winning strategies.
- Relationship between the mu-calculus algorithms and Bellman equations; polynomial-time algorithms via linear programming.
- Applications: safe control, optimal control.
- Corollary: solution of MDPs with respect to omega-regular goals.
- Quantitative solution of safety and reachability games.
- The quantitative mu-calculus for games.
- Matrix games and minimax theorem; linear-programming solution of matrix games.
- Computing the maximal probability of winning a safety or reachability game via the quantitative mu-calculus.
- Structural properties of the winning strategies.
- Applications: optimal control of nondeterministic systems.
- Omega-regular games via the mu-calculus.
- Computing the maximal probability of winning via the boolean mu-calculus (turn-based games), and via the quantitative mu-calculus (concurrent games).
- Structural properties of the winning strategies.
- Applications: scheduling, control of nondeterministic systems.
- Game relations.
- A brief recall: simulation, bisimulation, and trace relations.
- Qualitative game relations (alternating simulation and bisimulation).
- Preservation theorems for game logics (ATL).
- Applications: approximate analysis, system design.
- The average reward case.
- MDPs with average reward goals via linear programming and maximal end-component decomposition.
- Turn-based games with average reward, their correspondence to finite games, and complexity issues.
- Applications: optimal control, scheduling.
Optional Topics
- Advanced optional topic: partial information and team games.
- Decidability and complexity results.
- Partially observable MDPs: complexity results.
- Advanced optional topic: Real-time games.
- Models for real-time games.
- The time-progress requirement.
- Algorithms for the solution of real-time games wrt. omega-regular conditions.
- Advanced optional topic: non-zero sum games.
- Nash equilibrium.
- Existence theorem via Kakutani's fixpoint theorem.
- Advanced optional topic: discounting.
- MDPs with discounted total or average reward via the mu-calculus.
- Games with discounted total or average reward via the mu-calculus.
- Discounting omega-regular conditions.
